Jamey Moulton
SR VFX Artist at ILMxLAB- Claim this Profile
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Topline Score
Bio
Mike Meadows
Jamey consistently provides top-notch 3D work and is never afraid of a challenge. He never tires of learning new things and stretching his skills in order to become a greater asset to his company and to his clients. I highly recommend him.
Mike Meadows
Jamey consistently provides top-notch 3D work and is never afraid of a challenge. He never tires of learning new things and stretching his skills in order to become a greater asset to his company and to his clients. I highly recommend him.
Mike Meadows
Jamey consistently provides top-notch 3D work and is never afraid of a challenge. He never tires of learning new things and stretching his skills in order to become a greater asset to his company and to his clients. I highly recommend him.
Mike Meadows
Jamey consistently provides top-notch 3D work and is never afraid of a challenge. He never tires of learning new things and stretching his skills in order to become a greater asset to his company and to his clients. I highly recommend him.
Experience
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ILMxLAB
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United States
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Entertainment Providers
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1 - 100 Employee
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SR VFX Artist
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Nov 2022 - Present
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Aspyr Media
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United States
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Computer Games
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1 - 100 Employee
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Sr VFX Lead
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Aug 2019 - Nov 2022
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Bioware
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United States
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Solar Electric Power Generation
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VFX Director
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Feb 2019 - Aug 2019
VFX direction, team management, oversight, reviews, documentationCreature and combat vfx assets, planning, reviewsDaily collaboration with design and animation, phase gate review
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SR VFX Artist (Anthem)
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Apr 2017 - Feb 2019
Used Frostbite engine to author high quality vfx for environments, gameplay, weapons, abilities, cineSetup Houdini breakable objects pipelinePerformance budget planning with engineers and performance iteration on particle systemsGeo assets for vfx system support for swooshes, ability parts etc
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Lead VFX Artist (SWTOR)
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Apr 2013 - Apr 2017
Lead team focused on high quality vfx and skill developmentVarious vfx for environments, player, bosses, npcs, cinematicsModeled, textured and animated objects and simple charactersSet up vfx rigs and transformation nodes in vfx animation systemCreated animations through engine toolsCollaborated with designers, programmers and other artists to design gameplay vfxAuthored textures and standard vfx packages for libraries
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The Walt Disney Company
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United States
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Entertainment Providers
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700 & Above Employee
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SR VFX Artist
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Aug 2008 - Jan 2013
Various vfx supporting environment, characters and cinematics Created engine specific animation pipeline Previsualization, demo, and pitch for mini game (film levels and other potential game modes) Animated objects (all non character) Outsource documentation, training videos and personal training, gave direction and feedback Formed team for art dept training, syllabus for vfx training (in-game and non game) Hired vfx staff, training, scheduling, reviews, directed internal vfx staff
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VFX Lead Artist
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Aug 2004 - Aug 2008
High res in-game particle systems, authored texture library and standard vfx libraryFull screen effects, script triggers, dynamic lights, camera shake controls, and controller rumbleBreakables setup in Maya and Havok, setup decals and parallax decals, material data tablesAnimated “Vector” character pieces (gather and attacks) then translate to Havok physicsCinematic planning, setup vfx, scheduling, directed & implemented on multiple platformsCollaborated with engineers to plan systems, proprietary effects editor and relevant tools
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Environment Artist
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Dec 2001 - Aug 2004
Level art/world building, painted textures, photo manipulated textures, propsAuthored lighting, materials, collision geo, replacement/reference systems, model asset librariesCreated particle systems for levels and cinematicsCollaborated with design and other artists for levels and vfx
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Acclaim Studios Austin
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Computer Games
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Artist, "Advanced Technologies Group"
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Oct 1997 - Dec 2001
Motion capture planning, directed mocap shoots, organized talent, motion cleanup, animation Cyberscan planning, directed cyber scan shoot, organized talent, high poly character models Character (non cyber scanned) modeling, textures and “primitive” rigging Cinematic storyboarding, authored animatics, cinematic planning, complete to final render Motion capture planning, directed mocap shoots, organized talent, motion cleanup, animation Cyberscan planning, directed cyber scan shoot, organized talent, high poly character models Character (non cyber scanned) modeling, textures and “primitive” rigging Cinematic storyboarding, authored animatics, cinematic planning, complete to final render
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Education
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School of Communication Arts (MN)
Certificate for 3d art and animation